Path: chuka.playstation.co.uk!news From: "John \( QuietBloke \)" Newsgroups: scee.yaroze.freetalk.english Subject: Re: Getting Started... Date: Mon, 18 Dec 2000 21:14:47 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 58 Message-ID: <91lujt$b91@www.netyaroze-europe.com> References: <91lfal$8e5@www.netyaroze-europe.com> NNTP-Posting-Host: host213-1-101-57.btinternet.com X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.50.4522.1200 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 Hi Brian, I have actually written a framework of sorts. If you go to my homepage and download Yarozians you will get a a driectory 2dfw which contains the very latest implementation of the framework and Yarozians .. a game written using it. What I dont currently have is a manual but if you want something to get you started take a look at it. Better still give me an e-mail and I will talk you through the various areas.. you can then just pick out the bits you want to use.. its fairly well split into key areas ( the costume manager loads TIM's into the video area, the actor manager creates sprite and assigns costumes to them ( amongst other things ).. the director will take all the actors and send them to the display... the pad manager will read the controller inputs and tell you which buttons are up/down and which have just been pressed or released since you last checked. ).. the framework has a nice way of handling collision detection between groups of actors ( sprite ). In a nutshell actors exist in layers. An actor exists in any number of layers. An actor can also be told what layers it collides with. Sounds a bit overkill but it works quite well I think. It also has some nices little touches for automation.. eg.. you can assign an actor to cycle through x number of costumes at a certain speed to give an animated sprite... you can also assign animations to the size and position of a sprite... As nice examples if you look at yarozians you'll see the stars are only initialised at the start of the game to have an animated y-position... after that all the work is done by the framework. Firing a shot simply involves giving the shot a y animation and a lifespan... the frameowrk moves it.. all you gotta do is each cycle ask the frameowrk if the bullet has collided with something. Phew !... enough hard sell... so.. as I as saying.. if you want something to get you started take a look in ( www.netyaroze-europe.com/~jdubpsx ) and get Yarozians from my ftp area... you can ask me any questions and as many questions you like about it ( QuietBloke@btinternet.com ). Its all freeware.. you can take it all or just the bits you want.. all I ask is that if you do use any of the code you mention me in your game somewhere. PS.. I know a lot of the code looks inneficient but its fast enough for what I use it for so I cant currently see the point in optimising it. John ( QuietBloke ) "Brian Baird" wrote in message news:91lfal$8e5@www.netyaroze-europe.com... > OK. I wanna get started on some Yaroze stuff after a LONG break. > > I'd like some pointers though to 'jump start' into things - I can program > pretty good, I just don't want to reinvent the wheel & start from scratch... > > So... > > Has anyone written any decent 2d wrappers for the PSX routines? How about a > nice simple framework I can hang things off of? > > Help! :) > >